I just love the new vertex weighting

Miscellaneous Forums/Blitz Showcase/I just love the new vertex weighting

Oh boy. Am i happy with the new vertex weighting:

WIP:


yeah realistic bounce and everything ;)

Looks good. At least you'd die smiling!

Any chance of seeing a demo? I have yet to see someone put these new vertex weights on display.

Jason.

I have yet to see someone put these new vertex weights on display.



Same here....
(preferably a demo displayin same model with and without it :-/ )

BTW, locely texturing job there, is that supposed to be a stone figure or something?
(thats possibly alive?)

@QuickSilva & Genexi:
No, no demo yet. But believe me, it's working fine.

Yup, the're Greek statues coming alive

Are we talking 'realistic bounce and everything' as per 'Dead or Alive' on the consoles - or is it another joke that I am interpreting wrong?

I think the whole bounce thing is vastly over-weighted.

@Puki:
Well, her brests aren't bouncing because they're from stone, all the other parts move. The best place to appreciate the vertex weighting is at her bottom and shoulders.

Maybe you should rethink the 'stone' idea and make her out of bouncy stuff.

@Puki:
Well, being a statue give's her a very distinct way to move and in the context we put her in, it's best to have a nonhuman.

bouncy stuff damnit :D

the only thing putting me off using weights is the fact that most of my characters are around 1200 polys and I can get away with 'minimal' weighting here.
for example 'red bron'is not weighted and deforms quite well

If i wanted to increase the poly count to 2500-4000 say, then i will get quite a speed hit , so its not worth it for me just now.

but the weighting is nice and works perfect

Well, being a statue give's her a very distinct way to move and in the context we put her in, it's best to have a nonhuman.


Question, does she move normally with flow, or is she kinda stiffed up being stone and all?
(kinda like C3PO {Star Wars} with working knees)

@Genexi2:
I let her move very humanlike and smooth,but a bit exaggerated and theatric (i don't know the right word in Dutch 'theatraal'), like a marching soldier. Definetely no
C3PO...

@Amon:
No worries, enough bouncy stuff in the game, take a good look at the murals.

Frap her. (That is, take a little movie with fraps)

Probably see more of us using vertex Weights if we knew beyond technical describtions would actual difference it made in motion.

And, I second the bouncy boobs idea.....

Otacon- vertex weighting has no influence on motion at all. it just affects the way arms, legs etc deform.

Yeah I know, which happens when they(Bones) are in motion. I.e either animating or being moved in code.
I don't mean motion as in the mesh simply moving by it's self.

But a few bones on those breasts, coupled with a few software assisted contrainted particles...waa-hay! :)

oh ok,sorry its just I got the impression from an earlier post that some people think weighting can make your animations less 'stiff'. wish it was that simple.

I really wish that the max modifier 'flex' worked in game. that would be cool